// Vertex shader

struct VertexInput {
    @location(0) relative_pos: vec2<f32>,
    @location(1) transform: vec2<f32>,
    @location(2) fg: vec4<f32>,
    @location(3) tex_coords: vec2<f32>,
    @location(4) scale: vec2<f32>,
};

struct VertexOutput{
    @builtin(position) clip_position: vec4<f32>,
    @location(0) fg: vec4<f32>,
    @location(1) tex_coords: vec2<f32>,
};

@vertex
fn vs_main(
    model: VertexInput,
) -> VertexOutput {
    var out: VertexOutput;

    let base_pos : vec2<f32> = model.relative_pos;
    let scaled : vec2<f32> = base_pos * model.scale;
    let translated : vec2<f32> = scaled + model.transform.xy;

    out.clip_position = vec4<f32>(translated, 1.0, 1.0);
    out.fg = model.fg;
	out.tex_coords = model.tex_coords;

    return out;
}

// Fragment shader

@group(0)
@binding(0)
var t_font: texture_2d<f32>;
@group(0)
@binding(1)
var s_font: sampler;

@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
    var out: VertexOutput;
    let original : vec4<f32> = textureSample(t_font, s_font, in.tex_coords);
    let fg = original * in.fg;
    return fg;
}
